• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:30
CEST 18:30
KST 01:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
ISSL (IntoTheTV x SOOP SC2 League): Premier2Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League49Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War144
StarCraft 2
General
Weekly Cups (October 12-18): 5.0.17 era begins No more SC2 streamers on team liquid? Server Blocker SCII needs to put more weight on strategy and tact Stellar Fest 2 Replay Pack
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
SOOP Announces New Women's Monthly Tournament Do we even care about balance? Mineral gathering rate (boosted) for each patch BW General Discussion Rollback Netcode in Brood War
Tourneys
[$1250] International ShieldBattery League [ASL22] Grand Finals [Women's StarCraft] Tier 8 CK 2026-10-20 [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? Dawn of War IV Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Chess Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9257 users

Sc2gears 14.3.3: Replay version 2.1 support - Page 127

Forum Index > SC2 General
Post a Reply
Prev 1 125 126 127 128 129 170 Next
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 27 2012 11:57 GMT
#2521
On February 27 2012 20:27 Hairy wrote:
Well that "rate of spending" graph didnt really turn out how I envisaged it to :/ my graphs are all wavy, even tough I'm pretty sure I'm consistently spending money. /shrug

Yes, I agree, but that's just the true nature of how we spend resources.
Even if you consider only the most simple task: building workers and nothing else. You sometimes add a new worker earlier (e.g. before the current one is ready), sometimes you even queue up a few workers. Other times you forget and you end up late with it... And now if you add all other resource consuming factors, it will not ever be straigth and consistent as you wish it to be...

You might decrease the granularity and you end up getting "thorns" when you spent resource on something, or you might increase it and you'll get sluggish graph showing you a "big picture" of how it changed over the course of the game.
https://repmastered.icza.net
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 28 2012 11:06 GMT
#2522
A new Profile info operation is now available in the Parsing service.

With this API users can now query the live profile info of StarCraft II players. These include portrait, achievement points, favorite race, league wins, best leagues with division rank etc...

You can read the details on the Parsing Service page.

The Parsing service tester page has been updated to provide test interface for this new operation: Sc2gears Database Parsing Service Tester
https://repmastered.icza.net
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
Last Edited: 2012-02-28 11:52:19
February 28 2012 11:43 GMT
#2523
I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds.

The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL):
0:02 Drone
0:19 Drone
0:28 Drone
0:47 Overlord
0:57 Drone
1:14 Drone
1:15 Drone
1:39 Spawning Pool
1:46 Drone
1:52 Drone
1:59 Drone
2:05 Drone
2:20 Overlord


The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds (BLUE)
[image loading]

As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc.
Sometimes I sits and thinks, and sometimes I just sits
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 28 2012 12:08 GMT
#2524
On February 28 2012 20:43 Hairy wrote:
I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds.

The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL):
0:02 Drone
0:19 Drone
0:28 Drone
0:47 Overlord
0:57 Drone
1:14 Drone
1:15 Drone
1:39 Spawning Pool
1:46 Drone
1:52 Drone
1:59 Drone
2:05 Drone
2:20 Overlord


The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds (BLUE)
[image loading]

As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc.

I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute.

The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example.

The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point.
https://repmastered.icza.net
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
February 28 2012 13:02 GMT
#2525
On February 28 2012 21:08 Dakota_Fanning wrote:
Show nested quote +
On February 28 2012 20:43 Hairy wrote:
I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds.

The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL):
0:02 Drone
0:19 Drone
0:28 Drone
0:47 Overlord
0:57 Drone
1:14 Drone
1:15 Drone
1:39 Spawning Pool
1:46 Drone
1:52 Drone
1:59 Drone
2:05 Drone
2:20 Overlord


The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds (BLUE)
[image loading]

As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc.

I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute.

The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example.

The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point.

I agree I definitely don't understand your interpretation of what I described as the RSR graph, yes. I imagined a graph displaying the number of resources that had been spent over the last 30/45/60 seconds. If spend less for a while it will dive down, because the number of resources spent in the last 60 seconds will decrease.

The graph SC2Gears currently produces just doesn't make sense to me. Here is another screenshot of the same graph I used before. It is a 10 minute long game, zoomed in x4, with granularity 20 (default) . The screenshot is the bottom left corner of the graph, which covers the first ~minute of the game, where I make three drones then an overlord:
[image loading]


At 0:02 I make a drone; 50 minerals. Your graph tells me that at 0:02 my RSR is 1761.
"The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute"
So your graph tells me that if my spending rate is maintained at the rate it is at 0:02 for a full minute, I would spend 1761 minerals. Am I understanding this correctly? That's enough resources for 35 drones!
Sometimes I sits and thinks, and sometimes I just sits
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 28 2012 13:09 GMT
#2526
On February 28 2012 22:02 Hairy wrote:
Show nested quote +
On February 28 2012 21:08 Dakota_Fanning wrote:
On February 28 2012 20:43 Hairy wrote:
I had a think about the RSR graph, then a look at my replays, then a look at the RSR graph, and the RSR graph is definitely not working as described. Your update log states that "The displayed RSR values are per minute values (e.g. actual mineral or gas spending averaged to 1 minute)", yet my graphs routinely dive down to 0 spending, even mid/lategame, when I have definitely spent money in the last minute. If anything it looks like the graph looks like a timeline of spending, not the RATE of spending over the last 60 seconds.

The actions performed at the start of a recent replay (9 OL, 12 pool, 15 OL):
0:02 Drone
0:19 Drone
0:28 Drone
0:47 Overlord
0:57 Drone
1:14 Drone
1:15 Drone
1:39 Spawning Pool
1:46 Drone
1:52 Drone
1:59 Drone
2:05 Drone
2:20 Overlord


The resulting RSR graph for this time period, generated by SC2Gears, is shown below in RED. In the picture I have adjusted the graph scale on the left, and have also plotted lines of what resource spending rate should look like if set to 60 seconds ([yellow]YELLOW[/yellow]), or 30 seconds (BLUE)
[image loading]

As you can see, the graphs I did manually look very different from what the RSR graph displays currently. The graph above was zoomed in somewhat (so I could manually plot via paint!), but when looking at the RSR graph for a full game I believe that dips in the spending rate should expose slips in macro, and towards lategame a gradual decline in RSR would expose a decreasing income - revealing if you may not be expanding enough etc.

I think you misunderstood what the RSR means. Its measurement unit is 1/min but that doesn't mean its data points are calculated for whole minutes. The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute.

The granularity is specified by the "granularity" param over the chart. This tells the time window for the data points. For example if your chart is 600 pixels wide and if it's 10 minute long (600 seconds), then with the default granularity (20 pixels) the time window for chart segments is 20 * 600 / 600 = 20 seconds. Resource spending will be calculated and averaged for every 20 seconds in this example.

The chart is not a step chart (like what you draw) because the graph shows the average resource spending rate at any given time, not the amount of resources spent in a 1 minute interval around a specific point.

I agree I definitely don't understand your interpretation of what I described as the RSR graph, yes. I imagined a graph displaying the number of resources that had been spent over the last 30/45/60 seconds. If spend less for a while it will dive down, because the number of resources spent in the last 60 seconds will decrease.

The graph SC2Gears currently produces just doesn't make sense to me. Here is another screenshot of the same graph I used before. It is a 10 minute long game, zoomed in x4, with granularity 20 (default) . The screenshot is the bottom left corner of the graph, which covers the first ~minute of the game, where I make three drones then an overlord:
[image loading]


At 0:02 I make a drone; 50 minerals. Your graph tells me that at 0:02 my RSR is 1761.
Show nested quote +
"The measurement unit 1/min means that if the spending rate would not change for a whole minute, the value would show how many would you spend over a minute"
So your graph tells me that if my spending rate is maintained at the rate it is at 0:02 for a full minute, I would spend 1761 minerals. Am I understanding this correctly? That's enough resources for 35 drones!

That is correct. But keep in mind that the granularity is defined in pixels. If you zoom the chart 4x, the same granularity (20 pixels) will cover one fourth of the time window it does unzoomed. So in your example the 1761 rsr value would be averaged for a 5 second period (if your game would be 10 min long and your chart area would be 600 pixels wide - which we don't know based on the info and screenshot you provided).
https://repmastered.icza.net
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 28 2012 13:15 GMT
#2527
Actually we know the size of your chart, it's around 1600 pixel. So a rough estimation:

1 pixel is 10 min / 1600 = 600 seconds / 1600 = 0.375 seconds.
Your granularity is 20 pixels => 20 pixels * 10 min / 1600 pixels = 20 * 600 sec / 1600 = 7.5 seconds
You zoomed the chart 4x => 7.5 sec / 4 = 1.875 seconds

A chart segment is 1.875 seconds = 0.0315 minutes.
A drone is trained => 50 minerals

RSR for this segment = 50 minerals/0.0315 min = 1587/min. This estimation is pretty close to what you see in the chart.
https://repmastered.icza.net
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
Last Edited: 2012-02-28 14:54:56
February 28 2012 13:58 GMT
#2528
The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units With a little tweaking I think this will be REALLY useful.

Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand.

What you are doing is saying:
If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50
However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds
Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR
I will then graph these values.


Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSR
would it not make more sense to simply say: score for this segment = 50 minerals
Graph that instead! :D
+ Show Spoiler +
it took a really long time to manage to articulate this post lol



EDIT: it may also make sense to use a bar chart for this, rather than a line graph
Sometimes I sits and thinks, and sometimes I just sits
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
Last Edited: 2012-02-28 16:11:05
February 28 2012 16:03 GMT
#2529
On February 28 2012 22:58 Hairy wrote:
The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units With a little tweaking I think this will be REALLY useful.

Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand.

What you are doing is saying:
If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50
However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds
Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR
I will then graph these values.


Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSR
would it not make more sense to simply say: score for this segment = 50 minerals
Graph that instead! :D
+ Show Spoiler +
it took a really long time to manage to articulate this post lol



EDIT: it may also make sense to use a bar chart for this, rather than a line graph

I think you are thinking differnetly, but this is in no way unusal.

Let's take the most basic and fundamental chart everyone knows: APM

The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute.

Although I agree that what you propose/suggest would also be interesting and useful.
https://repmastered.icza.net
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
Last Edited: 2012-02-28 21:20:36
February 28 2012 21:18 GMT
#2530
On February 29 2012 01:03 Dakota_Fanning wrote:
Show nested quote +
On February 28 2012 22:58 Hairy wrote:
The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units With a little tweaking I think this will be REALLY useful.

Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand.

What you are doing is saying:
If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50
However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds
Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR
I will then graph these values.


Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSR
would it not make more sense to simply say: score for this segment = 50 minerals
Graph that instead! :D
+ Show Spoiler +
it took a really long time to manage to articulate this post lol



EDIT: it may also make sense to use a bar chart for this, rather than a line graph

I think you are thinking differnetly, but this is in no way unusal.

Let's take the most basic and fundamental chart everyone knows: APM

The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute.

Although I agree that what you propose/suggest would also be interesting and useful.

I agree that method makes sense for APM, because you are trying to relate everything back to actions-per-minute. I don't want to see how many actions I did in that time period; I want to see what my APM was in that period. If you do <X> number of actions in a 5 second period, it seems sensible to say you have Y APM ( X * 12 ) .

With spending though, it seems weird to make 1 drone and for the graph to show I have "1587" RSR. Maybe it's just me, but personally I don't think that's a sensible value. I would much rather just see the explicit value how much I had spent for that segment.

Are you changing/making a new graph then? :D A bar graph of 10-15 second intervals showing resources spent for each period would be super awesome! I look forward to seeing very much.
Sometimes I sits and thinks, and sometimes I just sits
Rkie
Profile Blog Joined October 2009
United States1278 Posts
February 29 2012 00:02 GMT
#2531
The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up?
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
Last Edited: 2012-02-29 06:20:01
February 29 2012 06:19 GMT
#2532
On February 29 2012 09:02 Rkie wrote:
The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up?

If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire...

...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror?

And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser?
https://repmastered.icza.net
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
February 29 2012 06:20 GMT
#2533
On February 29 2012 06:18 Hairy wrote:
Show nested quote +
On February 29 2012 01:03 Dakota_Fanning wrote:
On February 28 2012 22:58 Hairy wrote:
The "Resource Spending Rate" (RSR) graph doesn't actually track the rate that resources are being spent then. What you implemented is a graph tracking spending itself! But you gave it weird units With a little tweaking I think this will be REALLY useful.

Instead of just telling us how much we spent in a segment, you are telling us the amount we would spend in a minute if we continue to spend resources at the same rate we did during that segment. Just show us the first number! It will make the exact same graph, but the values will be far easier to understand.

What you are doing is saying:
If a player spends 50 minerals in a 10 second period, then I will give him an RSR value of 50
However, the unit of RSR should be resources per 60 seconds, not resources per 10 seconds
Therefore, I will multiply my previous RSR value by 6 to get my final value: 300 RSR
I will then graph these values.


Instead of doing: score for this segment = 50 minerals/0.0315 min = 1587 RSR
would it not make more sense to simply say: score for this segment = 50 minerals
Graph that instead! :D
+ Show Spoiler +
it took a really long time to manage to articulate this post lol



EDIT: it may also make sense to use a bar chart for this, rather than a line graph

I think you are thinking differnetly, but this is in no way unusal.

Let's take the most basic and fundamental chart everyone knows: APM

The APM chart displays and works exactly the same way as this chart, the only difference is that the APM chart shows your action issuing speed, while this chart shows your resource spending speed. And the APM chart shows axis labels as actions/minute, and the RSR chart shows axis labels as resources/minute.

Although I agree that what you propose/suggest would also be interesting and useful.

I agree that method makes sense for APM, because you are trying to relate everything back to actions-per-minute. I don't want to see how many actions I did in that time period; I want to see what my APM was in that period. If you do <X> number of actions in a 5 second period, it seems sensible to say you have Y APM ( X * 12 ) .

With spending though, it seems weird to make 1 drone and for the graph to show I have "1587" RSR. Maybe it's just me, but personally I don't think that's a sensible value. I would much rather just see the explicit value how much I had spent for that segment.

Are you changing/making a new graph then? :D A bar graph of 10-15 second intervals showing resources spent for each period would be super awesome! I look forward to seeing very much.

I plan to make something out of it...
https://repmastered.icza.net
Gemini_19
Profile Joined June 2010
United States1264 Posts
March 06 2012 03:15 GMT
#2534
I don't know if you know about this or not, but I can't seem to rename replays of the new patch.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
March 06 2012 06:19 GMT
#2535
On March 06 2012 12:15 Gemini_19 wrote:
I don't know if you know about this or not, but I can't seem to rename replays of the new patch.

It works flawlessly for me. Can you send me replays where it fails for you? Also please post the name template you try to apply. Also you can check the logs why it fails.
https://repmastered.icza.net
kmkkmk
Profile Joined August 2010
Germany418 Posts
March 06 2012 16:51 GMT
#2536
Hey,

I think the multi-replay analysis/Maps tab shows missleading data. Let me illustrate it by an example: 7 games total, 40% 1v1 P win %, 100% 1v1 T win %, 66% 1v1 Z win %.

2 PvZ lost
1 PvZ won
1 PvT lost
2 PvP won
1 PvP lost

I can see three reasonable questions:
a) How many games did I win in PvP? 2/3 ~= 66% of my PvPs.
b) How many games did I win in PvX? 3/7 ~= 43%. Which is currently shown, unless I am mistaken.
c) How many games did any P win? 4/7 ~= 57%.

I suppose most people want to see how they are doing, thus a). Futhermore c) is interesting too. b) however is imho confusing, since it shows your wins against all races, so your PvZ and PvT wins are also included.

I suggest to have the following columns instead:

your total win %
your PvP win %, your PvT win %, your PvZ win %,
your TvT win %, your TvP win %, your TvZ win %,
your ZvZ win %, your ZvP win %, your ZvT win %,
total P win %, total T win %, total Z win %

or as an alternative add a button: "limit win % to your games"/"show total win %".

Thank you for your consideration.
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
March 06 2012 18:30 GMT
#2537
On March 07 2012 01:51 kmkkmk wrote:
Hey,

I think the multi-replay analysis/Maps tab shows missleading data. Let me illustrate it by an example: 7 games total, 40% 1v1 P win %, 100% 1v1 T win %, 66% 1v1 Z win %.

2 PvZ lost
1 PvZ won
1 PvT lost
2 PvP won
1 PvP lost

I can see three reasonable questions:
a) How many games did I win in PvP? 2/3 ~= 66% of my PvPs.
b) How many games did I win in PvX? 3/7 ~= 43%. Which is currently shown, unless I am mistaken.
c) How many games did any P win? 4/7 ~= 57%.

I suppose most people want to see how they are doing, thus a). Futhermore c) is interesting too. b) however is imho confusing, since it shows your wins against all races, so your PvZ and PvT wins are also included.

I suggest to have the following columns instead:

your total win %
your PvP win %, your PvT win %, your PvZ win %,
your TvT win %, your TvP win %, your TvZ win %,
your ZvZ win %, your ZvP win %, your ZvT win %,
total P win %, total T win %, total Z win %

or as an alternative add a button: "limit win % to your games"/"show total win %".

Thank you for your consideration.

All your questions are answered. Just double click on your name on the Players tab, and you get much-much more statistics all applied only to your name.

The Players, Maps, Build orders, Charts etc. tabs are calculated for all palyers found in all the input replays.
https://repmastered.icza.net
Gemini_19
Profile Joined June 2010
United States1264 Posts
March 07 2012 02:21 GMT
#2538
On March 06 2012 15:19 Dakota_Fanning wrote:
Show nested quote +
On March 06 2012 12:15 Gemini_19 wrote:
I don't know if you know about this or not, but I can't seem to rename replays of the new patch.

It works flawlessly for me. Can you send me replays where it fails for you? Also please post the name template you try to apply. Also you can check the logs why it fails.


When I attempt to rename the replays nothing shows up in the preview part, and when I click the rename button it says that they could not be renamed, however the ones that could be renamed end up being renamed.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2012-03-07 02:27:58
March 07 2012 02:26 GMT
#2539
On February 29 2012 15:19 Dakota_Fanning wrote:
Show nested quote +
On February 29 2012 09:02 Rkie wrote:
The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up?

If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire...

...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror?

And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser?

No, I have the same issue.
[image loading]
x infinity
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
Last Edited: 2012-03-07 05:00:58
March 07 2012 05:00 GMT
#2540
On March 07 2012 11:26 Pokebunny wrote:
Show nested quote +
On February 29 2012 15:19 Dakota_Fanning wrote:
On February 29 2012 09:02 Rkie wrote:
The last few patches I have gotten for Sc2gears have been unable to complete through the updater and I had to download them from the site. It will start the updates, but only get to about 3 or 4 percent then just stop. It does the same thing with my old version I had or with newer versions I downloaded from the website. Any ideas on what is up?

If the download starts and stops at 3-4%, then it's not the fault of Sc2gears or the updater. It's most likely the download server hosting the archive, currently it's Mediafire. So my guess is that you have issues with Mediafire...

...wait but then you wouldn't be able to download it from the website either! Did you download it using the main dl link or the mirror?

And did you change the network proxy settings in Sc2gears? Maybe you have proxy settings in your browser?

No, I have the same issue.
[image loading]
x infinity

A few days ago I switched to dropbox because my Mediafire acc used all available bandwidth...
Do you experience issues with dropbox?
https://repmastered.icza.net
Prev 1 125 126 127 128 129 170 Next
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
01:00
Replay Cast Group A
TaKeTV 206
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Classic 90
Codebar 53
UpATreeSC 22
StarCraft: Brood War
Horang2 859
EffOrt 455
Soma 235
ggaemo 173
ProTech153
Rush 150
Dewaltoss 134
Snow 127
Barracks 83
Mind 76
[ Show more ]
Zeus 74
Trap 61
Yoon 59
Hyun 55
Killer 51
Creator 49
yabsab 41
Pusan 25
Sexy 23
Terrorterran 20
ToSsGirL 19
Sacsri 8
Dota 2
qojqva3393
Counter-Strike
pashabiceps1052
fl0m1036
Other Games
Gorgc3384
singsing2075
hiko964
B2W.Neo438
Hui .180
RotterdaM123
Trikslyr83
QueenE56
C9.Mang055
Organizations
Other Games
WardiTV435
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• ChaeLyn 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2727
• WagamamaTV648
League of Legends
• Nemesis3465
• TFBlade647
Other Games
• Shiphtur464
Upcoming Events
PiGosaur Cup
7h 30m
The PondCast
17h 30m
Kung Fu Cup
18h 30m
IntoTheTV X SOOP
1d 18h
Reynor vs Zoun
Neeb vs Rogue
FEL
3 days
Patches Events
3 days
FEL
4 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
[ Show More ]
IntoTheTV X SOOP
6 days
ByuN vs Lambo
MaxPax vs Bunny
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.